RE: Black Zenith [Adventure RPG / Chapter Four: Fires of Heaven]
08-20-2015, 09:06 AM
(This post was last modified: 08-20-2015, 09:19 AM by chimericWilder.)
oh, well that explains your absence atleast.
Well if i still get posts i'll update regardless, but at this rate we'll never make it as there're still two chapters to go
and
yea
buffing stats might not be the most efficient method to get stuff done. In New Dawn however buffing Power was so ridiculously powerful that you could spend a few turns supercharging yourself before making a giant attack that would do many times the amoount of damage that just hitting things repeatedly would, especially when used with a strong special. This made it inefficient to use damaging specials at all outside of being really buffed up. A minmaxing player might see their big nuke about to come off cooldown and feel forced to start buffing up in order to be efficient at all. I thought that was poor design. Buffing Power should, i think, be fairly balanced right now.
Buffing strength, def or whatever works in a completely different way however and you are right that the formula i have used for that has been underperforming
shields are odd because i've never actually made them perform stronger than heals, but they have short durations so their only advantage over a heal is that you can put them on someone with full health. not sure why i havnt changed that before. tell you what, shields will now be 50% more efficient than heals, provided that the entire shield is used up before expiring. not that that matters since i've already assumed this game is gone and burried
honestly the strength of this system has never been that its balanced, efficient or fun, but rather that it allows for lots of opportunity for drama. in my opinion, anyway.
Well if i still get posts i'll update regardless, but at this rate we'll never make it as there're still two chapters to go
and
yea
buffing stats might not be the most efficient method to get stuff done. In New Dawn however buffing Power was so ridiculously powerful that you could spend a few turns supercharging yourself before making a giant attack that would do many times the amoount of damage that just hitting things repeatedly would, especially when used with a strong special. This made it inefficient to use damaging specials at all outside of being really buffed up. A minmaxing player might see their big nuke about to come off cooldown and feel forced to start buffing up in order to be efficient at all. I thought that was poor design. Buffing Power should, i think, be fairly balanced right now.
Buffing strength, def or whatever works in a completely different way however and you are right that the formula i have used for that has been underperforming
shields are odd because i've never actually made them perform stronger than heals, but they have short durations so their only advantage over a heal is that you can put them on someone with full health. not sure why i havnt changed that before. tell you what, shields will now be 50% more efficient than heals, provided that the entire shield is used up before expiring. not that that matters since i've already assumed this game is gone and burried
honestly the strength of this system has never been that its balanced, efficient or fun, but rather that it allows for lots of opportunity for drama. in my opinion, anyway.